local-dev: rebuild dead sandbox + harden lobby card UX
Three fixes around the dev sandbox end-to-end path. Each one was flushed out by an actual login walkthrough after the previous commit. Backend bootstrap now treats `cancelled`, `finished`, and `start_failed` as terminal: the per-boot find-or-create skips such games and provisions a fresh one. Without this, a single bad shutdown cascade leaves the developer staring at a dead lobby tile forever (cancelled games don't transition back). Covered by TestTerminalSandboxStatus. Tools/local-dev: stop killing engine containers in `make down`. The runtime treats the disappearance of an engine as a real failure (cascading the lobby game to `cancelled`); leaving the container running across `down/up` lets the runtime reconciler re-attach on the next boot. The teardown happens only in `make clean`, where the DB is wiped anyway. Compose now also exposes :9090 (authenticated EdgeGateway listener) on the host so the Vite dev proxy can reach the Connect-Web surface, and bumps the gateway anti-abuse limits for `public_misc` so the same surface is not blanket-rejected with 413. Ui/frontend: the lobby's `My Games` cards are now clickable only for the playable statuses (`running`, `paused`, `finished`). All other statuses render as disabled buttons so a click on a draft or cancelled game no longer drops the user on a 404 — the in-game view at /games/:id/* doesn't exist before Phase 10 and never makes sense for a cancelled game. Vite proxy splits the dev targets so `/api/*` continues to talk to the REST listener and `/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -339,6 +339,41 @@ describe("lobby page", () => {
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});
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});
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test("my-game cards are clickable for running/paused/finished and disabled otherwise", async () => {
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// Cover the live-able statuses (running, paused, finished) and a
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// representative non-playable mix (cancelled is the post-shutdown
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// terminal state developers see most often; draft is the lobby-
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// internal state before any membership exists).
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listMyGamesSpy.mockResolvedValue([
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makeGame("g-running", "Live", "running"),
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makeGame("g-paused", "Paused Run", "paused"),
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makeGame("g-finished", "Closed Run", "finished"),
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makeGame("g-cancelled", "Cancelled Run", "cancelled"),
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makeGame("g-draft", "Draft Run", "draft"),
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]);
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listPublicGamesSpy.mockResolvedValue({ items: [], page: 1, pageSize: 50, total: 0 });
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listMyInvitesSpy.mockResolvedValue([]);
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listMyApplicationsSpy.mockResolvedValue([]);
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const Page = (await importLobbyPage()).default;
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const ui = render(Page);
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await waitFor(() => {
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expect(ui.getAllByTestId("lobby-my-game-card").length).toBe(5);
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});
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const cards = ui.getAllByTestId("lobby-my-game-card");
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const disabledByLabel: Record<string, boolean> = {};
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for (const card of cards) {
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const label = card.querySelector("strong")?.textContent ?? "";
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disabledByLabel[label] = (card as HTMLButtonElement).disabled;
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}
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expect(disabledByLabel["Live"]).toBe(false);
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expect(disabledByLabel["Paused Run"]).toBe(false);
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expect(disabledByLabel["Closed Run"]).toBe(false);
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expect(disabledByLabel["Cancelled Run"]).toBe(true);
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expect(disabledByLabel["Draft Run"]).toBe(true);
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});
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test("application status badges localise pending and approved states", async () => {
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listMyGamesSpy.mockResolvedValue([]);
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listPublicGamesSpy.mockResolvedValue({ items: [], page: 1, pageSize: 50, total: 0 });
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